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Eliminating Server-Side Stutter

Server Thread Hitch warnings are the primary technical indicator of performance degradation within a FiveM environment. These alerts appear in your console when a specific resource or script sequence takes longer than 50ms to process its logic loop. When this threshold is exceeded, the server process pauses momentarily, resulting in “rubber-banding”, delayed AI synchronization, and a disjointed experience for your players. Identifying and neutralizing these bottlenecks is essential for maintaining a high-performance community.

Difficulty

Intermediate

Time

10 Minutes

Technical Performance Analysis

Before you can resolve a hitch, you must accurately identify the responsible resource. The CitizenFX engine includes a built-in profiler designed for deep diagnostic analysis.

using the Native Profiler

1

Initialize Recording

Access your server Console (via the Game Panel or txAdmin) and execute: profiler record 500 This captures granular performance data for 500 execution ticks.
2

Generate Data Export

Once the capture concludes, save the telemetry: profiler save hitch_report
3

Access Visualizer

Generate a secure viewing link: profiler view hitch_report
4

Technical Review

Open the generated URL in a modern browser (Chrome or Edge). The timeline will display a hierarchical breakdown of every active script’s CPU consumption, allowing you to pinpoint exactly which logic is causing the stall.

Strategic Optimization Table

Most hitching incidents originate from one of three common architectural flaws within custom scripts.
Common CulpritTechnical CauseRecommended Fix
Infinite High-Speed Loopsusing while true do without an appropriate rest period.Insert a Wait(0) or higher to allow the thread to yield to the engine.
Synchronous SQL CallsForcing the main thread to wait for a database response during a frame loop.Transition to asynchronous queries (e.g., oxmysql) to prevent main thread blocking.
Native Invocation SpamRepeatedly calling expensive natives like GetEntityCoords for dozens of entities every frame.Implement distance-check throttling (e.g., execute check logic every 500ms instead of every frame).


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Last Updated: January 2026 | FiveM: Performance stabilized.